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9ddae8aebc
For now, it just renders using cairo, uploads the result to the GPU, blits it onto the framebuffer and then is happy. But it can do that using Vulkan and using GL (no idea which version). The most important thing still missing is shaders. It also has a bunch of copy/paste from the Vulkan renderer that isn't used yet. But I didn't want to rip it out and then try to copy it back later
165 lines
5.2 KiB
C
165 lines
5.2 KiB
C
#include "config.h"
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#include "gskvulkanframeprivate.h"
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#include "gskgpuopprivate.h"
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#include "gskvulkandeviceprivate.h"
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#include "gdk/gdkdisplayprivate.h"
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struct _GskVulkanFrame
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{
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GskGpuFrame parent_instance;
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VkFence vk_fence;
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VkCommandBuffer vk_command_buffer;
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};
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struct _GskVulkanFrameClass
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{
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GskGpuFrameClass parent_class;
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};
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G_DEFINE_TYPE (GskVulkanFrame, gsk_vulkan_frame, GSK_TYPE_GPU_FRAME)
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static gboolean
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gsk_vulkan_frame_is_busy (GskGpuFrame *frame)
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{
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GskVulkanFrame *self = GSK_VULKAN_FRAME (frame);
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VkDevice device;
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device = gsk_vulkan_device_get_vk_device (GSK_VULKAN_DEVICE (gsk_gpu_frame_get_device (frame)));
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return vkGetFenceStatus (device, self->vk_fence) == VK_NOT_READY;
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}
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static void
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gsk_vulkan_frame_setup (GskGpuFrame *frame)
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{
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GskVulkanFrame *self = GSK_VULKAN_FRAME (frame);
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GskVulkanDevice *device;
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VkDevice vk_device;
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VkCommandPool vk_command_pool;
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device = GSK_VULKAN_DEVICE (gsk_gpu_frame_get_device (frame));
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vk_device = gsk_vulkan_device_get_vk_device (device);
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vk_command_pool = gsk_vulkan_device_get_vk_command_pool (device);
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GSK_VK_CHECK (vkAllocateCommandBuffers, vk_device,
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&(VkCommandBufferAllocateInfo) {
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.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO,
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.commandPool = vk_command_pool,
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.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY,
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.commandBufferCount = 1,
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},
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&self->vk_command_buffer);
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GSK_VK_CHECK (vkCreateFence, vk_device,
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&(VkFenceCreateInfo) {
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.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO,
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.flags = VK_FENCE_CREATE_SIGNALED_BIT
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},
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NULL,
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&self->vk_fence);
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}
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static void
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gsk_vulkan_frame_cleanup (GskGpuFrame *frame)
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{
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GskVulkanFrame *self = GSK_VULKAN_FRAME (frame);
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VkDevice device;
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device = gsk_vulkan_device_get_vk_device (GSK_VULKAN_DEVICE (gsk_gpu_frame_get_device (frame)));
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GSK_VK_CHECK (vkWaitForFences, device,
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1,
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&self->vk_fence,
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VK_TRUE,
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INT64_MAX);
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GSK_VK_CHECK (vkResetFences, device,
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1,
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&self->vk_fence);
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GSK_VK_CHECK (vkResetCommandBuffer, self->vk_command_buffer,
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0);
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GSK_GPU_FRAME_CLASS (gsk_vulkan_frame_parent_class)->cleanup (frame);
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}
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static void
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gsk_vulkan_frame_submit (GskGpuFrame *frame,
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GskGpuOp *op)
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{
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GskVulkanFrame *self = GSK_VULKAN_FRAME (frame);
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GSK_VK_CHECK (vkBeginCommandBuffer, self->vk_command_buffer,
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&(VkCommandBufferBeginInfo) {
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.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
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.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT,
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});
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while (op)
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{
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op = gsk_gpu_op_vk_command (op, frame, VK_NULL_HANDLE, self->vk_command_buffer);
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}
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GSK_VK_CHECK (vkEndCommandBuffer, self->vk_command_buffer);
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GSK_VK_CHECK (vkQueueSubmit, gsk_vulkan_device_get_vk_queue (GSK_VULKAN_DEVICE (gsk_gpu_frame_get_device (frame))),
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1,
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&(VkSubmitInfo) {
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.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO,
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.commandBufferCount = 1,
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.pCommandBuffers = &self->vk_command_buffer,
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},
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self->vk_fence);
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}
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static void
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gsk_vulkan_frame_finalize (GObject *object)
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{
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GskVulkanFrame *self = GSK_VULKAN_FRAME (object);
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GskVulkanDevice *device;
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VkDevice vk_device;
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VkCommandPool vk_command_pool;
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device = GSK_VULKAN_DEVICE (gsk_gpu_frame_get_device (GSK_GPU_FRAME (self)));
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vk_device = gsk_vulkan_device_get_vk_device (device);
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vk_command_pool = gsk_vulkan_device_get_vk_command_pool (device);
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vkFreeCommandBuffers (vk_device,
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vk_command_pool,
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1, &self->vk_command_buffer);
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vkDestroyFence (vk_device,
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self->vk_fence,
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NULL);
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G_OBJECT_CLASS (gsk_vulkan_frame_parent_class)->finalize (object);
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}
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static void
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gsk_vulkan_frame_class_init (GskVulkanFrameClass *klass)
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{
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GskGpuFrameClass *gpu_frame_class = GSK_GPU_FRAME_CLASS (klass);
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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gpu_frame_class->is_busy = gsk_vulkan_frame_is_busy;
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gpu_frame_class->setup = gsk_vulkan_frame_setup;
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gpu_frame_class->cleanup = gsk_vulkan_frame_cleanup;
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gpu_frame_class->submit = gsk_vulkan_frame_submit;
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object_class->finalize = gsk_vulkan_frame_finalize;
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}
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static void
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gsk_vulkan_frame_init (GskVulkanFrame *self)
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{
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}
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VkFence
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gsk_vulkan_frame_get_vk_fence (GskVulkanFrame *self)
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{
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return self->vk_fence;
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}
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